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guildleves?

nob1enob1e Member Posts: 45

Judging by the FFXIV site it seems to me that they will act like keys (in a way) allowing you passage to areas, places, people, whom you normally would not be able to interact with. I think it's interesting that SE would put the power of guildleves in the guildmasters hands (i'm thinking of a traditional guildmaster here). This seems to encourage grouping / joining guilds if we are to take the word "guild" in it's traditional sense. To me it seems like a guildmaster would have to be an NPC for this to work fairly.

What do you think the role of a guildleve will be?

 

Comments

  • GameslaveGameslave Member Posts: 130
    Originally posted by nob1e


    What do you think the role of a guildleve will be?

    Guild Membership Application.

    Abraxas [365]

  • twruletwrule Member Posts: 1,251
    Originally posted by Gameslave

    Originally posted by nob1e


    What do you think the role of a guildleve will be?

    Guild Membership Application.



     

    I don't think so, since they said there will be activities tied to it like hunting monsters and gathering.  I'm guessing it's just a system to put some degree of player controlled content in the game, though I agree that only allowing a guildmaster to issue them seems a bit strange.  The whole system is a little blurry to me still though.

  • GameslaveGameslave Member Posts: 130

    A membership application could be just one use for a leave, but I consider it to be the most practical so far.

    The guild organization system I pitched to Rapture has turned out to be almost perfectly applicable to these guildleves.

    You have within your guild people who choose to dedicate themselves to whatever aspect of gameplay suits them most. Crafters, NM hunters, Levelers, etc. XIV has already introduced each aspect of gameplay one can assume to dedicate themselves to. With the guildleves and leaves you can issue out tasks for people to carry out, such as gathering X amount of a particular material or slaying a certain monster the guild requests.

    Doing so many of these guild-oriented tasks will benefit both the guild and the players who complete these assignments. Instead of just being an application, they could also be what keeps you in a guild. Abuse the guild's resources by not contributing an equal amount of what you take and you're out. That's the first and biggest application I see.

    I'm sure as players go off in their own directions when the game comes out they will figure out how to use them in ways Square-Enix didn't even think possible. My only concern is that it's not as a form of exploit. I wish I could plead with Square-Enix  to not grant players any experience bonuses for completing these, and have them earn minor amounts of gil for the guild's assets instead. Such as certain privelages being given to members of that guild, the guild itself having levels of fame.

    Dream on, Abraxas...

    Abraxas [365]

  • DulthisDulthis Member UncommonPosts: 28

    I'm afraid that this makes the game a little instanced imagine that you form a group in the citys and trade some kinda guildleves to go to a zone and just you and your group goes there... Gah please no.. >.<

  • RamenThief7RamenThief7 Member Posts: 362

    This idea could strengthen the group aspects (guilds could get more advantages than non-guild people). It would also help weed out soloists from group people. However, I agree with an earlier thought, NO INSTANCING.

  • WSIMikeWSIMike Member Posts: 5,564

     You know what...



    I was just reading the description on the official site again, after reading an earlier comment in this thread, and it's really made me think a bit differently.



    This might already be obvious to others, but I know some others have been thinking along the same route as I was previously..



    My thinking now is that "guild" isn't necessarily meant to mean "player-run guild" (a la Linkshell), but more like "Adventurer's Guilds"... something NPC run. 



    In all, they might work something like "Hunts" in FFXII; you are offered "Leves" (Hunts) based on your present stats (or perhaps your current "status" with the given guild), etc... From that selection you get to select which one(s?) you want to do. So in that case, being able to enter otherwise restricted areas and such might act as a sort of "instancing" so that players' may seek their prey (or do whatever task it is they're doing) without interference by other players... thus greatly diminishing, or eliminating, the problem of people "camping" on top of each other, etc.



    Different guildleves might be accessible only from different cities/towns, giving each region its own unique set of challenges. Or perhaps different challenges for the same card.. Like, each town might have the card based on 'Diligence', but would issue a different challenge based on the theme of that card.



    In that respect, it would also make sense that you could bring others along with you (just as party members can all enter BCNMs together in FFXI) and/or travel instantly to the given location for the guildleve... It could be part of the "short play-session content" that SE has spoken about.



    Incidentally: Am talking to a good friend about it just now on Vent, he made another good connection... It wouldn't be unlike Assault in XI right now... You accept your task and then can teleport directly to the staging point. Though of course you have to unlock the staging points first in XI (a fun task to be sure... Arrapago Reef, I'm looking at you :-p). Also, everyone needs to have the same Assault mission whereas it seems only one person has to have the guildleve in XIV; so it's rather like a mix of a BCNM and Assault.



    If that's what it actually is (more or less), then I think it's a great idea and not necessarily so exploitable as I first feared; it would be controlled by NPCs/the game... not players themselves.



    That said... if it's anything like what I described, I do hope that they also have world encounters similar to FFXI's NMs and HNMs, as well as challenges for those who don't mind spending more time camping/waiting/competing for those rare spawns. There are those in FFXI who love that aspect of the game.

     

     

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • KlanggKlangg Member Posts: 1
    Originally posted by WSIMike


     You know what...



    I was just reading the description on the official site again, after reading an earlier comment in this thread, and it's really made me think a bit differently.



    This might already be obvious to others, but I know some others have been thinking along the same route as I was previously..



    My thinking now is that "guild" isn't necessarily meant to mean "player-run guild" (a la Linkshell), but more like "Adventurer's Guilds"... something NPC run. 

     


    SNIP


    That said... if it's anything like what I described, I do hope that they also have world encounters similar to FFXI's NMs and HNMs, as well as challenges for those who don't mind spending more time camping/waiting/competing for those rare spawns. There are those in FFXI who love that aspect of the game.

     
     



     

    I think you are on the money with the guilds. Just like FFXI has crafting guilds for each craft I think there will be a variety of adventuring guilds in FFXIV.

    As for the end of your post, I think that some of the stuff SE has said already applies. They have indicated that FFXI and FFXIV will be two distinct games. I have the feeling that they are going to keep most of the time consuming grind in FFXI and keep a lighter, faster playstyle in FFXIV. But really, we will not know until we can play.

  • ZorakGhostalZorakGhostal Member Posts: 122

    I always assumed that the guilds would be NPC run. Very much like the "missives" in vanguard, basically an auto-matic quest generator of "go kill 10 rats" style quests. I'm sure SE will come up with "guildleaves" that are more interesting then that though, and if what I'm imagining is true I think it will be a big step forward for MMO's in general. Almost every MMO that's come out since wow has had the "quest grind" of mostly meaningless quests that few people bother to read and just use as a way to speed up progression; or why bother spending development dollars on populating a world full of NPC's that say in various ways "go kill ten rats".

    The BCNM idea sounds great and very likely to me, probably for group leaves, BCNM's were one of the best parts of XI for me, one of those things that really got your heart racing which is pretty rare.

  • WSIMikeWSIMike Member Posts: 5,564
    Originally posted by Klangg

    Originally posted by WSIMike


     You know what...



    I was just reading the description on the official site again, after reading an earlier comment in this thread, and it's really made me think a bit differently.



    This might already be obvious to others, but I know some others have been thinking along the same route as I was previously..



    My thinking now is that "guild" isn't necessarily meant to mean "player-run guild" (a la Linkshell), but more like "Adventurer's Guilds"... something NPC run. 

     


    SNIP


    That said... if it's anything like what I described, I do hope that they also have world encounters similar to FFXI's NMs and HNMs, as well as challenges for those who don't mind spending more time camping/waiting/competing for those rare spawns. There are those in FFXI who love that aspect of the game.

     
     



     

    As for the end of your post, I think that some of the stuff SE has said already applies. They have indicated that FFXI and FFXIV will be two distinct games. I have the feeling that they are going to keep most of the time consuming grind in FFXI and keep a lighter, faster playstyle in FFXIV. But really, we will not know until we can play.



    Well, the idea being that there will be "something for everyone". Not everyone is going to like having all such content where you can teleport to it instantly. Some (myself included) also enjoy having to really seek out and hunt down their quarry. 



    Hopefully they will keep some of that intact as well.



    They have stated, after all, that there will be content for those with little time to play each day, *and* those who have a lot of time as well.

     

     

     

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • WSIMikeWSIMike Member Posts: 5,564
    Originally posted by ZorakGhostal


    I always assumed that the guilds would be NPC run. Very much like the "missives" in vanguard, basically an auto-matic quest generator of "go kill 10 rats" style quests. I'm sure SE will come up with "guildleaves" that are more interesting then that though, and if what I'm imagining is true I think it will be a big step forward for MMO's in general. Almost every MMO that's come out since wow has had the "quest grind" of mostly meaningless quests that few people bother to read and just use as a way to speed up progression; or why bother spending development dollars on populating a world full of NPC's that say in various ways "go kill ten rats".
    The BCNM idea sounds great and very likely to me, probably for group leaves, BCNM's were one of the best parts of XI for me, one of those things that really got your heart racing which is pretty rare.

     

    Yep... This is one example of why I feel FFXIV is one of the very few upcoming MMOs that will put a new twist on things, instead of following the familiar paradigm we all know from other MMOs.



    Unlike other Devs who seem satisfied to give "enough content" without "rocking the boat" too much, SE seems to love finding some new twist or quirk or way of approaching an otherwise familiar game mechanic; some different angle to a familiar concept. They never do the obvious thing (or at least very rarely).



    I can't even begin to recall how many times I've seen people think they "had it figured out" when it came to new content being announced in FFXI, only to find that SE did something totally different from what anyone expected.



    I see no reason FFXIV will be any different.

     

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

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